Hi, I would like to start building a 3D model and create a big sci-fi room (to play more with your engine) and seen that currently(head revision) the only shader available is using only the diffuse channel (and 0.4 using diffuse-normal). I'l be using 3D Coat/3Ds Max to do it. I have some questions:

Material:I saw plan to use PBR, and would know more about how you would define material... What type of maps will be needed? Can I still use: diffuse-normal-specular or would need to create new textures?Will there be possible to have illumination maps? (Area of a model that emit light, light a car brake light, engines, illuminated buttons, etc.)

Scale:Valve use a scale factor of 1 unit = 1 inch, and most others are using 1 unit = 1 meter. What is Banshee scale factor.

PS. Saw your video about the engine, and would like if you can to have your camera script (walk) to use it and study it for scripting...Thanks!

Hey! PBR has been implemented, but its parameters might not be exposed to the editor yet (editor is a bit behind on the new features). If you know how to fiddle with C++ you might be able to get the examples set up using your models/textures to see how they look (until I get a chance to do a pass on the editor).

The maps used are fairly standard (AFAIK the same maps are used for Unreal, Unity and Marmoset Toolbag) and they are: - Albedo (AKA Diffuse) - Normal - Roughness - Metalness

You might need to convert your specular texture into roughness/metalness, but I am unclear on the art workflow.

Emissive materials will be possible through a use of a mask texture (white in the areas where emission happens). Emission color will be determined by albedo (diffuse) texture, and emission intensity will be determined by a separate slider.